public-groups

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  • EVE Evolved: Casual gameplay and public groups

    by 
    Brendan Drain
    Brendan Drain
    05.29.2011

    I've always held a belief that EVE Online isn't really at its best until I get into a good group. A lot of the most fun gameplay I've experienced over the years has been in a small group of strangers, friends or people who would soon become my friends. The year I spent in faction warfare and the two years I spent on wormhole expeditions with friends were incredibly good times that I look back on fondly. I've even found that the parts of EVE that aren't specifically intended for groups, such as exploration, mission-running, and trading, are a lot more enjoyable if I take a few friends along for the ride. There's no doubt in my mind that EVE is primarily a group game. Two weeks ago, I talked about how EVE is more of a giant social sandbox than a game and that it's EVE's social nature that really motivates people to keep playing in the long-term. The remarkable ability of social communities in MMOs to self-organise when faced with challenges could be a massive asset to EVE's development if used well. When faction warfare was first released, for example, players rapidly organised themselves into fleets. People who had never met each other, many with no PvP experience at all, were soon practicing core fleet maneuvers together as a cohesive unit and facing off against hostile fleets. With nothing but a war declaration, some cosmic anomalies, and a few medals, EVE turned thousands of newbies into four terrifying fighting forces. That is something I'd definitely like to see repeated. In this week's opinion-filled EVE Evolved, I delve into the world of casual gameplay and ask whether new public group activities could dramatically broaden EVE's appeal and keep gameplay fresh.

  • Enter at Your Own Rift: One month in, how's the game?

    by 
    Karen Bryan
    Karen Bryan
    03.23.2011

    Snakes -- they're the one thing in RIFT that I absolutely detest, not because they're dangerous or scary, but because they refuse to drop the last snake tear that I need for my critter tears collection. I've killed dozens, perhaps even hundreds, but every time, I walk away empty-handed. Oh sure, every now and then, one will give off that sparkle effect when it has loot, but it's always just the morale-crushing snake skin. I have killed so many snakes that I could probably string them together and encircle the world of Telara three times. Instead, I'll step away from my snake-slaughter to report on the news from Telara. It's been a month since the head-start launch, and already we've seen several major changes. Read on for a my mini-progress-report on public grouping, security, training dummies, and my incredible shrinking armor.

  • Enter at Your Own Rift: A closer look at wardstones and public groups

    by 
    Karen Bryan
    Karen Bryan
    03.09.2011

    What a busy first week it's been in Telara! The first evening of RIFT's head-start was a bit stressful, as players fretted over hours-long server queues and lost playtime. But after that, things settled down, and the forums went relatively quiet as players chased down rifts and fought off invasions. With all of the excitement, though, there are a few things that players might overlook. This week, we're going to investigate a couple of handy tips that you might have missed but that will definitely make your adventures in Telara more enjoyable. Read on to see why public groups are not just for rift invasions and how a little love to your nearby wardstone can make your life (and those around you) much happier.

  • RIFT beta 5 introduces public grouping, will be "twice as big" as beta 4

    by 
    Justin Olivetti
    Justin Olivetti
    01.24.2011

    Ready for their fifth taste of RIFT this week, beta testers will find a host of changes and improvements waiting their assessment. Chief among these is a much-requested feature: public grouping. Because so much of RIFT's dynamic content revolves around spontaneous zone events, players have clamored for a way to quickly group up instead of spending precious time spamming the chat channels. Two UI additions now allow players to connect with public groups as efficiently and quickly as possible. This news comes from Scott Hartsman, who posted a lengthy preview of RIFT's beta 5 event on the official forums today. Announcing that beta 5 will be "twice as big" as the previous beta event, Hartsman revealed that the team is increasing the number of servers from 18 to 32, which should allow for up to double the amount of players. Other changes in store for players this week include a better organization of planar currencies, Rogue energy fixes, ranged sound improvements and "significant love" for invasion mechanics. Hartsman also revealed a few items that the team is working on for future updates, such as better racial abilities and master looting. You can read his full announcement here. %Gallery-111840%